The Other Law: Designing Crime in Fantasy
Most fantasy underworlds are just an empty warehouse and a "Bandit" stat block. There is a hooded person with a quest, an organization that exists for you to oppose it, and the criminal elements that people cannot picture. The key difference in a world your players will just solve as a quest and one that will tempt them, is in the crime being the direct result of the things a society will tax, prohibit, or refuse to provide
The Other Law: Designing Crime in Fantasy addresses both halves: how does the criminal world form itself, and how do you get people into it – create an organization in 10 minutes, create a criminal your players will never forget, and run a heist as a scene rather than solving it as a puzzle – knowing exactly where to draw the line on sympathy.
What you'll be able to do
- Build an underworld that had to exist — begin by identifying a law, identify the seam left open by that law, and allow the organizations to develop around the seam. The book includes a d10 table of prohibitions, along with the criminal economy that develops around each prohibition.
- Write a criminal nobody at the table forgets — the ladder of motives, the one rule they will never break, their own self-justification to help them sleep, and the contradiction that defines them as real. A four-column generator produces one in four rolls
- Run a heist as a scene, not a puzzle — why the plan exists to be broken, how to turn a failed roll into a complication instead of a dead end, and a heat clock that makes one night's theft cost a whole season
- Make a crime boss genuinely frightening — calm, knowledge, restraint, and a personal door: four levers that mean he never has to raise his voice or lift a hand
- Pick the right shape for the job — hierarchy, cells, guild, family, cult: what each is strong at, what breaks it, when to reach for it, and how your players can crack it open
- Answer players with reach instead of thugs — a d10 of responses the underworld actually makes when you cost it money, most of which are far worse than violence
- Put crime on the page — the permission narrative every criminal runs on, the art of withholding in a written heist, and the levers that decide whether a reader roots for the thief
- Run it tonight — seven end-of-chapter toolkits, 25 reference tables, d20 jobs and d20 rumors, plus a complete worked city built from one law to three ready sessions
For game masters, novelists, and game designers. System-neutral throughout — and every chapter ends with three separate sections, one addressed to each of the three.
Please note: this is a digital book. You will receive a download link to the PDF instantly.
New in the Second Edition
More than twice the book. Two brand-new chapters — The Criminal as a Character and The Job — the old organizations chapter split into three readable ones, three new appendices including a complete worked city, seven end-of-chapter toolkits, and ten full-page plates drawn from four centuries of master printmaking.
Interior plates by Hogarth · Goya · Dürer · Piranesi · Daumier
Written and argued over the old way — by people.
As a long-time DM and author, I find this work to be an invaluable resource.
It contains clear, well-organized, and well-delineated concepts, plus real examples from RPG sessions, all presented with a no-nonsense desire to be useful to the reader.
As I read it, I found my brain applying the ideas to campaigns or stories I'm creating now.
I'm always on the outlook for original content that spurs my imagination. This satisfied my curiousity.
Makes it much easier to create an adult dark and gritty fantasy world.
Klasse Buch
I'm very excited to use this to help build a homebrew campaign; it's very good quality and has a lot of useful information for building this kind of lore and backstory.